Deep Rock Galactic - GSG_Aaron


Aloha Miners,

It's a known fact that dwarves were riding barrels way before surfers stole the term.

And it's also a fact that the 2024 Space Beach Party seasonal event is now live!

You can drop in to Big Wave Galactic and enjoy the bodacious beach vibes until the event ends on August 15th at 13:00 CEST.

We put all the details in the preview post. But real quick, here’s what’s happening:
  • Complete the Hoxxes Summer Cruise assignment to earn the new Tentacle Topper seasonal headgear.
  • Collect all the previous Beach Party reward hats (yes, including the shark hat) via the Last Year’s Summer Fashion assignment.
  • Collect the lost inflatable pool toys during your missions to earn a totally radical Double Point Bonus for your Performance Pass progress.
  • Kick back in the Space Rig and enjoy all the bodacious beach decorations but don’t enjoy them too hard because Management has been very clear that this event is not a vacation
Have fun out there, and watch out for sand sharks!

Hang loose,
-The Ghost Ship Crew

Deep Rock Galactic - GSG_Aaron


Hello Miners,

The salty scent of surf wafts in from the nearby beach. There’s sand between your toes. A seagull calls as it flies overhead. You’re eating a big bowl of sunscreen with a spoon.

This can only mean one thing: It’s time for the Space Beach Party seasonal event in Deep Rock Galactic, which is a game about surfing. The Beach Party kicks off on Thursday, August 1st at 13:00 CEST and makes waves until August 15th.

Let’s take a quick peek at what’s coming!



Fun seasonal mandatory work assignments

It ain’t summer vacation without a bit of hard work! Only joking, folks – the DRG company handbook doesn’t say anything about vacation. Anyway, there’s a new assignment for you: the Hoxxes Summer Cruise.

Complete it, and we’ll reward you with our wettest hat yet: The Tentacle Topper.

The flower helps mask the smell.


More sensational summer headwear

New to the Space Beach Party? You can still earn all the other cosmetic rewards from previous Beach Party events. Just complete the Last Year's Summer Fashion assignment, and you’ll earn all the old ones in one fell swoop. Might have to shake the sand out of ‘em, though.





Wanted: Pool floaties

In yet another black mark on the shipping record of Longbeard Freight, those buffoons have fumbled a big load of fun inflatable pool floaties, scattering them throughout the caves. These pool toys are critical for mining operations, so we need them back. Deposit one during a mission, and your whole team will earn a Double Performance Pass Point Bonus. Totally tubular!


Summertime radness aboard the Space Rig

Although Management didn’t approve our budget request for a wave pool, we’ve still got the Space Rig looking beachy. You’ll see it and say, “Lu-wow!” Get it? Like luau. Moving right along, the Rig’s been decorated with holiday lights, (slappable!) inflatable palm trees, beach-tastic audio ambiance, big buckets of water balloons, and several tons of coarse, rough, irritating sand.

Management requests that all employees handle the water balloons responsibly, as the insurance policy on the Space Rig doesn't cover water damage.



The 2024 Space Beach Party kicks off in just two days, on August 1st at 13:00 CEST. It might come to consoles just a teeny bit later.

Make sure to ask your teammates for help putting sunscreen on your back!

With Love,
-The Ghost Ship Beach Bums

Deep Rock Galactic - GSG_Aaron

Hello Miners,

We've got a mid-summer surprise for you.

For a while now, we've had fans asking about a collaboration with the dwarven power metal band Wind Rose. Their hit track "Diggy Diggy Hole" has struck a chord with many brave dwarven hearts, and had folks excited about crossover possibilities between their music and Deep Rock Galactic.

Well, we heard you. And we reached out to them to see if we could cook something up together. Turns out the answer was yes, we absolutely could cook something up together.

We're very happy to share their latest single -- "Rock and Stone" -- inspired by the Deep Rock Galactic universe. Check out the music video above! Great work, Wind Rose. <3

Hope everyone's having a great summer out there. Don't forget to check for cave leeches.

With love,
-The Ghost Ship Crew
Deep Rock Galactic - GSG_Aaron



Hello Miners,

Most of GSG is on summer vacation right now, and we're moving into our new office at the end of the month. Things will be a bit quiet around here for a few weeks. In the meanwhile, here's a look behind the scenes: we're going a few months back in time, and stepping into the sound studio with Robert Friis -- the voice of Mission Control. Enjoy!


Mission Control is on air

It’s a delightful sunny Tuesday in May, and Mission Control is in the recording booth.

The order of the day is recording the voiceover for the Season 05 Narrated Trailer. We’re in the only meeting room in the entire office, which doubles as the makeshift sound studio. In the corner, tucked in a blocky bunker of sound insulation panels, stands Mission Control – or as he’s known in real life, Robert Friis, co-founder and Art Director of Ghost Ship Games.

Robert’s got his back toward the room, standing in the corner in front of a t.bone SC 600 microphone. A snare of black AV cables pools at his feet and snakes around the room, covering papers from previous meetings. He strikes a confident wide stance to record: one hand on his hip, the other holding his script up close at face level. He knits his brow as he speaks and leans back at a slight angle, his deep voice filling the room.

Seeing him speak in person feels strange when you’re so used to hearing the voice through a gaming headset. You forget it belongs to a real person.

Today’s recording session for the Season 05 trailer is the last one in this office, which is where Ghost Ship Games has been for the past five years. In July, we’re moving to a new office, with space for a better recording setup. In a technical sense, it’ll be a complete upgrade: better equipment, more room, no sound leaks from people eating lunch outside. Still, it’s a bit sad to be leaving this old improvised setup. Slapdash though it may be, it’s served us well.

It’s not to say this is Mission Control’s last ride, but something about the occasion still feels significant. Like moving out of the home where you grew up.


Robert records a take in GSG's makeshift sound studio.


The man behind Mission Control

Robert might be most widely known as Mission Control, but that’s far from his only role at Ghost Ship Games. As it turns out, he never really expected to become Mission Control in the first place.

When Ghost Ship Games first started up in 2016, Robert was the team’s only artist. Largely self-taught, he was the one responsible for all animation, editing, modelling, character art, and concept art. Now, as GSG’s Studio Art Director, he guides projects’ overall visual development, involved in both Ghost Ship’s own games as well as their publishing projects.

And of course, when needed, he’s Mission Control.

Robert is Danish, not that you’d necessarily guess it by his accent. His real-life speaking voice is pretty much the same as his voice as Mission Control. “It probably stems from the fact that I loathe the sound of the Danish accent in English, so I’m doing my best to eliminate it,” he says. “I know it’s probably still in there somewhere, but at least it’s not at the level of that guy from Gladiator.”

Robert’s role as Mission Control is his first-ever foray into voice acting. It had always been on his bucket list, thanks to an interest he traces back to developing characters during Dungeons and Dragons campaigns in high school. But as he explains, he didn’t start working on Deep Rock Galactic expecting to lend his voice to the game.

“The funny thing about Mission Control is that it was never on purpose for it to be me. We just needed something in a hurry, needed someone to just do whatever. I did maybe three different takes, had the voice, and that was good enough. And it just got established as we went with it.”

Like with so much else in Deep Rock Galactic, an “Eh, this’ll work” solution grew into a big part of the game’s identity. And since those first recordings, Mission Control has found his own identity, too.


The S05 narrated trailer, the final result of today's recording session.


Mission Control, the character

If the dwarves have a friend in Deep Rock Galactic, it’s Mission Control. Not that he’s a close friend, of course. But at least he’s not Management.

The initial idea for Mission Control came from Mikkel Martin Petersen, co-founder and Game Director at Ghost Ship Games. From a game design perspective, Mission Control’s job is to direct the action and tell players where to go. Because of DRG’s nonlinear, occasionally chaotic cave generation, Mikkel felt the need for a ‘foreman’ role to help explain what’s going on, and to put everything in context.

But Mission Control’s personality comes from Robert.

“I had this vision of a world-weary dude who was kind of bored with his work, trying to lead and steer the dwarves as they went through the same things again and again,” he says. “[Mission Control] likes the dwarves well enough, but he’s also seen enough of them disappear down in the caves that he tries not to care.”

The very first placeholder for Mission Control’s character icon was a professional headshot of Søren Lundgaard, Ghost Ship Games’ co-founder and CEO. But it wasn’t long before Robert whipped up some rough character art to put a face to the name – resulting in Mission Control’s hexagonal, green-tinted icon you see in the game today. In that sense, the picture is a self-portrait.

It wasn’t long before the placeholder character grew into one of the game’s most prominent personalities.

“I’m really proud of what the character’s become, and how he contributes to the tone of the game. A lot of DRG’s narrative comes out through Mission Control,” Robert says. “It’s up to him to relate to the dwarves the severity of a situation. To the dwarves, that danger is never really apparent, they don’t care. Bulk Detonator approaching? “Yeah cool, shoot it!”. They’re not aware of just how dangerous everything is.”

Mission Control might not be Management, but it is his job to manage. He might not be at the dwarves’ level, but he’s on their side. He can’t save the dwarves from dying, but he knows they’re not expendable.

And thanks to the DRG community, Mission Control has become a lot more than Mission Control.


A few of many fan-made spins on Mission Control. Credit given on each individual image.


Mission Control, the meme

When asked about AI versions of Mission Control singing cover songs, Robert takes a deep, wincing breath.

“It’s both awesome and terrifying at the same time.”

When he recorded his first lines as Mission Control, Robert never imagined the many memes the character has spawned since. For him, it’s uncanny to hear his own voice (and yet, not his own voice) singing an AI cover of Michael Jackson’s “Billie Jean.” But Robert appreciates it in the greater context of people’s enthusiasm for Deep Rock Galactic.

“It's really amazing. I mean, we started from basically nothing with this game. Now we’re at a point where we see people doing cosplays for conventions, getting tattoos, making art and memes and stuff like AI song covers,” he says. “Regardless of what it is, it’s amazing to see how the game inspires all these forms of creative investment. It tells me we’re doing something right – and that feels very good.”

Deep Rock Galactic doesn’t do a whole lot of lore-dumping. We prefer to drip-feed details and let fans’ imaginations fill in the rest. This is by design, and Robert is one of the main forces behind this strategy. Being the voice of Mission Control also tends to make him the primary conduit for these bits and pieces of DRG lore.

He also happens to be one of the biggest enjoyers of everything that fans come up with.

“I’m extremely happy to see how much people care about the little snippets we give out, and how much lore people come up with themselves. That’s super cool to me, and I always make a point of reading it and commenting on it, if I have the time,” he says.


Joachim (Sound Designer at GSG, foreground) supervises the technical bits as Robert records his lines.


The happy accident of Mission Control

By the time this story comes out, Ghost Ship Games will be moving into a new, larger office space. The crew’s excited for the move. But there’s a bittersweet note in saying goodbye to the workspace where this game, including Mission Control, really grew into its own.

The team is hoping to build a proper recording studio in the new office, to move away from the jerry-rigged setups that we’ve used so far. As Robert records in this slapdash studio, he’s often interrupted by the creaking floors, rattling mechanical keyboards and scattered laughter floating in from the office.

It might not be a dream setup, but it’s been good enough so far. As the old proverb goes: if it’s stupid and it works, it ain’t stupid.

“We’ve always been able to find some kind of little closet we could use for our recording setup. It’s always worked, but it’s always been kind of janky,” Robert says.

Just like the setup where Robert records, the character of Mission Control was born out of improvisation. You could say Robert himself followed the same pattern, being largely self-taught throughout 20 years in the games industry.

If there’s a lesson to be had here, it’s probably about not overthinking things.

“If there’s one thing being an art director has taught me, it’s to combat the artist’s inclination toward perfection,” he says. “There is no perfect. Just get it good enough, get it on screen, and then fix it later if it needs more detail. If you get it to 80 percent, the only one that notices flaws after that is you.”

Soon, we’ll be in a studio with a more sturdy setup, away from creaking floorboards and clacky keyboards and laughing lunch-eaters. But for all the challenges of our slipshod setup, there's still something significant in saying goodbye to the place where Mission Control really found his voice.

Given that this is the last recording session ever in this office, the final line Robert records seems like a perfect fit.

“This is Mission Control, signing off – for Rock and Stone.”



Deep Rock Galactic - Bjorn - GSG

Hello Miners,

This patch is mainly a bunch of bug fixes and improvements along with some optimizations to the Core Stone event. Hopefully there are no catastrophic bugs this time…… hopefully

With Love,
The Ghost Ship Crew

--- PATCH NOTES —
- Fixed crash related to using the SmRt Trigger OC for the Lok-1 rifle
- Fixed Crystal terrain surrounding Resonance Crystals did not appear when joining during load screen
- Fixed Cryo Bolts being able to freeze neurotoxin grenade gas clouds
- Changed when DeepScan mission is removed from server browser. It is now removed when all the crystals have been scanned.
- Friends can still join until the first button on the drillevator has been triggered.
- Fixed coilgun being inconsistent at shooting certain enemy weakpoints
- Attempt to fix Victory move props visible in unusual places
- Collision optimization on the sticky mines
- Fixed chargeup time penalty of Tuned Cooler being x2 instead of + 0.2.
- Fixed plasma burster rockets not working on rift crystal
- [Community Request] Added class icons to paintjobs and victory moves in the tree of vanity
- Micro-Controller Add-on overclock had reduced arc range, now it is back to 15m
- Fixed caretaker tentacles sometimes spawning just as the fight ends and remains after the encounter is done
- Fixed neurotoxin explosion not doing damage
- Fixed shellbacks briefly going into their reference pose before exploding from volatile guts
- Poison gas and Maggot gas should now be ignitable by fire again.
- Improved spawning of the kursite event
- Barrels from the exploding barrel dispenser, Lunar trophies, Anniversary trophies, Data rack, Player leave resource pouch, and dorettas head can now be picked up while the player not grounded. Making them work like the other stuff you can pick up
- Added a Miners Manual entry for the Bha Barnacle - now please stop asking!
- Molly will now go to the nearest surface if floating
- Made the start of the rift event run smoother
- Fixed dying from Low Oxygen makes constant warning sound
- Morkite seeds will now be deposited to team resources when a player disconnects

UPDATE:
Updated to S05.04.1
- Fixed a crash related to the Core Stone Event
- Fixed a crash related to the Coil Gun
- Fixed a crash related to particles



Jun 21, 2024
Deep Rock Galactic - GSG - Jesper_WWWWWWWWWWWWWWWWWWW

Hello Miners,

This patch contains fixes to everything from the Drillevator to overclocks and enemies. Remember to use Pleasefix to report your bugs and vote for the issues you would like to have fixed!

With Love,
The Ghost Ship Crew

--- PATCH NOTES —
- Added new sounds for center engine on drillevator
- Fixed that sometimes clients could join and not get the UI element.
- Fixed issue where Victory Poses could be found in Lost Packs, they are only supposed to be found in Crates
- Cluster bombs now spawn the correct amount of them
- [Scorching Tide OC] Damage is now back to normal after being cut in half after double damage bugfix.
- Fixed Acid cloud left by Preatorian and Oppressors dealing 4x damage to players.
- Fixed players being killed by cold damage freezing upon revival.
- [Cluster Charges OC] Reduced max ammo slightly. Reduced cluster fragments by 2.
- Fixed gear stats overlapping Paintjob selector, when too many stats
- Fixed status effect related crash
- Fixed issue with Status effects that gave damage not always rewarding kills to players correctly. E.g. a projectile sets an enemy on fire and dies from it later. The projectile would be gone and the kill instigator could not be resolved.
- Sentries are now placeable (again) on the floodlights of the minehead in Point Extraction
- Fixed case where collecting a Data Cell would also count as collecting a rift crystal.
- The rift crystal will now try finding places to spawn rifts at increasing distance in case not enough spawn points are found
- The rift crystal will now ignore the line of sight requirement if many attempts to find spots for rift spawning fails
- You can now do weapon inspection on the Leadstorm with Rotary Overdrive OC when heat is 0.
- Fixed dwarf not using the correct voice line for sending bosco to mine morkite seeds
- Fixed On-Site Refining missions where appearing to seldom and mostly in Salt Pits and Crystalline Caverns
- Fixed Drillevator freefall audio was playing while still cracking geode crystal
- Fixed issue with Lost Packs where if the pack contained a Bosco skin, but you already had all of them. You would not get an appropriate alternate reward. In addition you would also get the wrong message about having collected everything.
- Fixed Kursite event not playing deposit particles and sounds for clients
- [Scorching Tide OC] Sticky flames are now being dropped by the projectiles again.
- [Cluster Charges OC] Tweaked clip and ammo to make them fit nicely again.
- Fix for Crystal Nucleation OC to be much more performant and fixed some issues with the ice status effect staying indefinitely.
- Fixed that Oppressors could spawn in tutorial (Rip greenbeards)
- Fixed the sticky ice from Cryo Cannon: Crystal Nucleation OC could receive Status Effects causing weird effects like it being affected by the Dreadnoughts Pheromone effect that spawns swarmers.
- Fixed LOK-1 Sm?t Trigger OS™ overkilling with 1 extra bullet in some cases
- Fixed issue where upgrades that changed the effects on weapons, e.g. Materials, Impact Effects / sounds. Would not be applied.
- Fixed Order of the Deep First Person armor getting skin color assigned to glowy bits instead of glowy material.
- Deepscan mission Resonance Target Proximity scanner now indicates height even if you are far away, unless you are far enough away to lose signal
- Fixed visual effect for coil gun OC Necro-Thermal Catalyst not working on clients.
- Fixed Rival Sniper turret missing muzzle flash.
- Fixed Rival Sniper turret making continuous impact sounds after being destroyed.
- Added voice lines for the Korlok Tyrant-Weed


Deep Rock Galactic - GSG - Jesper_WWWWWWWWWWWWWWWWWWW

Hello Miners,

Sorry, it works now, our bad UwU

With Love,
The Ghost Ship Crew

— PATCH NOTES —
- Fixed that the game crashed most of the time you tried to join a game
Jun 18, 2024
Deep Rock Galactic - GSG - Jesper_WWWWWWWWWWWWWWWWWWW

Patch Notes: S05.02 (101624 - 18/06/2024)
Hello Miners,

This patch includes several crash fixes as well as a lot of fixes to everything from enemies & overclocks to UI.

With Love,
The Ghost Ship Crew

--- PATCH NOTES —

- Fixed that projectiles where shooting slightly lower than intended
- Fixed laser point description on latejoin pod beacon
- Fixed UV problem with scanning pod head
- Fixed screen on Liquid Morkite Refinery DD Objective
- Freefall tweak preventing audio to disappear completely
- Enabled collision on drillevator's jet boots dispensers
- Fixed Deep Scan missions appearing in the server browser after they are no longer joinable (After you start the drillevator)
- [Duck and Cover] Increased rarity of Mactera. Reduced amount multiplier of Acid Spitters and Web Shooters. Increased bonus of the warning to 30%.
- Fixed a bug that prevented matrix cores to not be refunded correctly
- Cooldown for drillevator shout slightly increased
- Status effect crash fix
- [Barrage Infector] Reduced attack cooldown range from 2-4 to 2-3 seconds.
- [Mortar Rounds OC] Decreased distance to explosion required for tinnitus sound to play. Should make it less common during use.
- [Barrage Infector] Increased projectile velocity slightly.
- Fixed the SMG OC - Conductor Bullets. You could get a Matrix core with it again. If you did and already owned it, you will be given another random Overclock.
- Fix crash related to terrain operations
- Fixed a crash where attached chemical arrows would be null during death
- Fixed Order of the Deep armors did not show selected paintjob in First Person view.
- Server list: Fixed scrollbar moving item ui to the left when visible
- Fixed tool tip for Haz 5 Plus not showing correct data
- Fixed Stalker having a collider after death. This made it possible to ping and block some bullets after death.
- Fix issues where some armors could show without sleeves in the icon, even though it was not supported for that armor.
- Fixed issue when previewing armors, the paintjob of the previous armor could transfer over to the next armor being previewed.
- Separated the upgrades for the Mortar Rounds OC that accidentally changed the AOE bonus for the Neurotoxin Payload from +0.3 to 1.25%.
- Fixed "magic hole" in Azure Weald not carving below floor height.
- Boltshark "Expanded Special Quiver" upgrade not applied
- Fixed issue with Hurricane and the new OC Cluster bombs. Reloading it and other weapons required multiple reload inputs
- Prevent Glyphid Warden from buffing after death if its killed by being unfrozen.
- Season 5 assignment 2 mission 4/5 has voicelines mixed up
- Tweaked the explosion carver so it doesn't go bananas in Magma Caves.
- Fixed Grabber kill cue voice and subtitle mismatches
- Make the main carver on drillevator carve much larger chunk at a time, improving performance.
- Drillevator Engine Optimizations
- Drillevator Engines material now gets dirty / ruined when they break down
- Added missing dwarf shout when one gets close to a resonance crystal
- Added an option to disable the Tinnitus effect on big explosions. Found in Audio Settings.
- Potential fix for: Turrets's ammo counter defaults to 515 rounds
- [Crawler] Increased damage from 8 to 9, increased freeze and fire temperature thresholds
- Further lowered freezing point for crawlers


Jun 14, 2024
Deep Rock Galactic - Bjorn - GSG

Hello Miners,

We hope you are enjoying season 5! We couldnt leave for the weekend without a small patch to handle some of the biggest issues we have had since yesterday

With Love,
The Ghost Ship Crew

--- PATCH NOTES —
- Fixed clients Deep Scan Crystal scanner sometimes pointing to the Droppod location if the crystal was very far away.
- Potential fix for a crash
- Potential fix for a Drillevator audio crash
- Fixed Normal Jetboots being able to spawn in Deep Scan mission, blocking improved jet bots, making it much harder to get out.
- Updated translations
Deep Rock Galactic - GSG_Aaron


Hello Miners,

Welcome to SEASON 05 - DRILLING DEEPER!

Management’s got their sights set on mineral riches deeper down toward Hoxxes’ core, which means we’re increasing your depth of operations. You’re venturing down deeper than ever before, claiming unprecedented treasures for the company, and confronting all the lethal horrors that stand in your way.

In other words, it’s another great day at work.

With love,
-The Ghost Ship Crew




Patch notes - S05: Drilling Deeper


NEW MISSION: DEEP SCAN

Management has identified a new mineral priority: Morkite Seeds. Rumor has it that these could optimize the Morkite refining process tenfold. The problem is, they’re located much deeper down in Hoxxes than we’re used to, hidden away in dazzling Morkite Geodes.

You’re going to have to locate several Resonance Crystals in the cave system using your Telemetric Rangefinder. Use the Crystals to perform Deep Scans and pinpoint the location of the Morkite Geode. Once you’ve got that, a Drillevator will be sent down to bring you to the Geode where you can collect the precious Morkite Seeds.

Management advises that you familiarize yourself with the mission details in the Miner's Manual prior to your first descent. Good luck!



SEASON EVENT: CORE STONE

Reports are coming in of a peculiar new mineral formation in the caves. R&D’s best guess is it’s something from deeper down near the core of Hoxxes. What we know for certain is that these formations contain a Core Stone – and Management wants to get their hands on them.

But beware: Once you disturb the Core Stone, you’re in for a fight. It’ll open up rifts in the cave walls, and summon a hideous new enemy, unlike anything we’ve seen in Hoxxes so far. They’re called Corespawn Crawlers, and they’re not to be underestimated. Fight them off as you neutralize the Core Stone, then deposit the Stone in a specialized extraction pod to complete the event.



NEW ENEMIES

Glyphid Stalker
A cunning new Glyphid variant. This enemy is capable of cloaking to near-invisibility, burrowing for rapid repositioning, and launching ambush attacks that temporarily disable your shields.

Vartok Scalebramble
An invasive, semi-sentient plant consisting of an impenetrable, acid-spitting core, and an array of sensory feeler nodules. Take out the nodules to open up the core.

Barrage Infector
A new variant of the Infector species -- this one’s bigger, tougher, and shoots a salvo of explosive bile. Aim for the sac, and watch out for splash damage.

Corespawn Crawler
Unlike any creature previously spotted in the caves of Hoxxes, these mysterious fiends should not be underestimated. You’ll need to dispatch them without hesitation if you want to make it home alive.



HAZARD 5+

We've added Hazard 5+ to offer experienced players an extra level of challenge.
With Hazard 5+, you can adjust four variables to add to the baseline Hazard 5 difficulty:
  • Aggressive Enemies
  • Player Vulnerability
  • More Enemies
  • Tough Enemies
Each of the four options can be adjusted to your tastes, and each offers two levels of increased intensity. This feature will only be available at the Hazard 5 difficulty.

All Haz 5+ games will be categorized together in the server list, and you’ll be able to see which specific modifier switches they have activated. This difficulty level must be unlocked via the “Beyond Lethal” assignment.

Just remember: "It’s like Haz 5 – but Plus!™"



NEW OVERCLOCKS

Added 12 new Overclocks (one for each primary weapon), plus one rework of an existing Overclock.
  • Rotary Overdrive (“Lead Storm” Minigun)
  • Mortar Rounds (“Thunderhead” Autocannon)
  • Cluster Charges (“Hurricane” Rocket System)
  • Burst Fire (Deepcore GK2)
  • Marked for Death (M1000 Classic)
  • Conductive Thermals (DRAK-25 Plasma Carbine)
  • Pump Action (“Warthog” Auto 210)
  • Hyperalloy Assembly (“Stubby” Voltaic SMG)
  • [Rework] Micro-Conductor Add-On (“Stubby” Voltaic SMG)
  • SmЯt Trigger OS™ (LOK-1 Smart Rifle)
  • Scorching Tide (CRSPR Flamethrower)
  • Crystal Nucleation (Cryo Cannon)
  • Combustive Goo Mix (Corrosive Sludge Pump)


NEW SECONDARY OBJECTIVES

Bha Barnacles
This pernicious and rather gross invasive species has taken up residence in some caves. They like to burrow in the ceilings. Look up, and shoot them out wherever you see them.

Swarmer Eggs
We’ve noticed new clutches of Glyphid eggs popping up. Like most eggs, they are completely defenseless. Track them down and smash them with any tools at your disposal.



NEW DEEP DIVE SECONDARY OBJECTIVES

In addition to the Deep Scan primary mission type going into the Deep Dive mission pool, we're adding two new secondary objectives.

Deep Scan
Use the Telemetric Rangefinder to locate Resonance Crystals, and unearth them so you can call down a Resonance Scanner and get it hooked up to the crystal to perform a Deep Scan. (As a secondary objective, this is the crystal-finding segment only, without the Drillevator sequence)

Liquid Morkite Extraction
Find a single well of liquid Morkite, call down a pumpjack, and build a pipeline to a Morkite Extraction Pod. The Morkite must flow!



NEW WARNINGS

Duck and Cover
Macteras, Infectors and Spitters, oh my! Jump into a cave packed with an extra helping of projectile-shooting enemies. This time, the bugs shoot back.

Ebonite Outbreak
The caves have an unusual concentration of stony-armored Ebonite Glyphids. Their only vulnerability is melee damage. Better keep those pickaxes close at hand.



NEW ANOMALIES

Secret Secondary
Management has tacked on another side objective for you. A second secondary, if you will. It's a secret. You’ll find out what it is once you’re down in the dig site.

Blood Sugar
Bad news: The caves are filled with airborne toxins that constantly drain your health. Good news: These toxins also make Glyphid blood crystallize into healing Red Sugar. You’ll need to kill to survive.



SEASON REACTIVATION ENABLED

We’ve added the ability to reactivate any season any time you want, and play through them at your own pace. There’s also an option to play DRG in a season-neutral (or 'unseasoned') mode. You can access all this in a new tab in the Season Terminal.

You can read more about how this feature works in our Q&A explainer.



NEW OMMORAN HEARTSTONE PHASE

This is something we've wanted to do for a long time. The Ommoran Heartstone now has a third attack phase in its repertoire, adding some unpredictability to each encounter. For this new attack the Ommoran targets a random player, attempting to trap the unfortunate dwarf in crystal growths bursting out of the ground. Stay mobile and be extra vigilant when in the vicinity of the Drilldozer, as the crystals bursting out of the ground will deal devastating damage to dear Doretta. Don't let the rock lay the smackdown on you!



NEW DANCE MOVES

We were able to teach the dwarves three new dance moves:
  1. Bully Maguire
  2. Spongebob Shuffle
  3. Twerking
Please use them responsibly.



COSMETIC FILTERING

We’ve implemented a few handy options to keep track of your growing wardrobes. You’ll now be able to filter your cosmetics by subtype, style and season, making it quicker to put the perfect look together. We’ve also introduced a ‘Novelty’ and ‘Company Approved’ toggle for the Randomize option, to give you a bit more control over your randomized outfits.



REWORKED STATUS EFFECT OVERLAYS

Added and reworked 20+ visual overlays for status effects, like getting webbed, set on fire, or breaking your shield. The ones that already existed look better now, and we've implemented new visuals for status effects that didn't used to have any POV overlay.



NEW ITEMS FOR LOST PACKS, CARGO CRATES & MATRIX CORES

As many seasonal cosmetics are being migrated over to the Performance Passes and Cosmetic Trees where they originally appeared, we're adding some fresh stuff into various loot pools:
  • Weapon framework: 'Danger Dice'
  • Pickaxe set: 'Diamond Cutter'
  • Pickaxe set: 'Spring Loaded'
  • Armor paint job: 'Harbinger'
  • Armor paint job: 'Ikari'
  • Armor paint job: 'Retro Galaxy'
  • Weapon paint job: 'Flaming Hot'
  • Weapon paint job: 'Buff'
  • Weapon paint job: 'Bubblegum'


NEW PROMOTION TIERS

Added an expanded promotion tracker to show the number of promotions past Legendary III (better known as Red III). Now you can really show off your work experience.



NEW WEAPON MAINTENANCE PAINT JOBS

We’re building out the Weapon Maintenance reward system with three new paint jobs to earn:
  • WM 5.1 ‘LIBERTY’
  • WM 5.2 ‘HEAVY METAL’
  • WM 5.3 ‘DRAGON SCALE’


NEW SKIN TONES

Automatically added to default inventory:
  • Almond
  • Cool Brown
  • Deep Brown
  • Olive
  • Porcelain
Skin tones added to The Shop:
  • Orcish
  • Cerulean Blue
  • Rager


NVIDIA DLSS3 INTEGRATION

Enabled integration of this neat tech that boosts your framerate (requires a GeForce RTX 40xx series GPU). You’ll find the toggle for this in the Graphics menu under ‘Frame Generation’.



GAME OPTIMIZATION

Added a bunch of small optimizations to things like enemies, UI and loading of objects. Mmm more frames yum



COMMUNITY REQUESTS
  • Added voiceline kill cries for Mactera Grabber, Glyphyd Acid Spitter and Web Spitter
  • Added a ‘select random mission’ option in the Mission Terminal (only available for hosts)
  • Glyphid Acid Spitter: Changed the Acid Spitter's projectile DoT damage type from Generic to Poison (the projectile impact damage remains Kinetic)
  • Q'ronar Shellback: Changed the Shellback projectile damage type from Explosive to a mix of Explosive and Poison
  • Infectors: Converted the Infector projectile area damage type from Explosive to a mix of Explosive and Poison (the direct impact damage remains Kinetic)
  • Glyphid Dreadnoughts: Converted various Dreadnought fireball projectile area damage type from Explosive to a mix of Explosive and Fire
  • Naedocyte Shocker: Changed the damage and STE to actually be Electric type damage and thereby get affected by the Elemental Insulation perk


TYPOS

Probably added more than we fixed lol



MISCELLANEOUS
  • Added new 'Rock and Stone' animation for dual wield weapons that doesn't move the left hand up
  • Added option to rejoin (only after crash) on Deep Dives up until the Drop Pod has been called
  • Significantly reduced the time Impact Axes embedded in a creature take to disappear after the target dies, to not confuse them for retrievable ones
  • Changed the Satchel Charge's blinking light to a less-blinding softer one (very soothing)
  • Increased the explosion damage of the Special Explosive Chemical Bolts on the Boltshark Crossbow and changed the damage type to Explosive, so now it hits Glyphid Slasher and Mactera Spawn breakpoints
  • Fixed Boltshark bolts sometimes triggering Fear without the T5 upgrade
  • Polished up the Driller's Scale Brigade and Scout's MK1 armor suits
  • Did some visual tweaks and fixes on MK1 + MK2 armor undersuits
  • Changed the placement of the ”Ragdoll Lifetime” option to distinguish it from other graphics options
  • Made the Overclock UI scale the Overclock's description text to better fit longer translations
  • Updated Space Rig dressing for Seasons 01 and 02
  • Added props from each season to Hidden Dwarf prop hunt beer (reflecting whichever season's Space Rig you have active)
  • Re-added Frameworks to Cargo Crates that were missing since the Maintenance Update: Neon Band, Glyphid Hunter, Scale Brigade, Mechanize, Custom Engineered & Fourth Relic
  • This one isn't part of the patch notes. Confuse my boss by leaving a comment with whatever you had for breakfast
  • Tweaked Stingtail's collision around its nose horn to make it better match the visuals
  • Fixed some of the Stingtail armor plates not breaking properly
  • Added a reaction to Data Cell being hooped
  • Added Milestones for the new Mission and new Warnings to the KPI Terminal
  • Added rich presence status descriptions on Steam and Discord for Prop Hunt
  • Fixed Jet Boots' first-person particles being offset
  • Fixed network stats getting clipped on players' HUD when set to the 'Detailed' option
  • Fixed late join/rejoin Pod beacon lingering too long after it lands
  • Fixed issue where holding left click to throw a carriable object can make you start pickaxing, even without you holding right click
  • Fixed the power attack activating when not intended, such as when performing a pickaxe cancel
  • Fixed Q'ronar not working correctly with the Volatile Guts Anomaly
  • Fixed the Rival Tech Router Nodes sometimes encroaching on other important objects and locations
  • Fixed a bug that allowed you to use some weapon abilities that were triggered by holding reload while grabbed, and thereby not supposed to be able to shoot
  • Fixed a crash triggered by picking up the glowing ball in the Space Rig (orb pondering is so back)
  • Fixed instances where weapon stat upgrade values got rounded to whole numbers when they should not
  • Added a 'Ragdoll Lifetime' option
  • Fixed issue where Scout's grappling hook would sometimes not respond if activated while starting to sprint






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